For the first enviro you have terrible texture of the roof. (sorry for PRO english :D ). It's not matching there. And the knifes are levitating. You can spend more polys here and there: I can see very blocky shapes in few areas. For the second enviro: trees looking very non-natural. You have to look at the shapes of tree…
I'd say it's limited because you have to rely on user content from Substance Share. Seems to me that Quixel's team is adding content to their libraries themselves on each new update, which is very cool. You can still do tons though with only the shipped content + Substance Share content with SP alone. Just like Quixel…
Team up and do what? :D I was working on a manually made great tree, aka like the Deku Tree or Life Tree in FF9 but it's a lot of work. I think I'll do it properly when the server resets. Hardly anyone seems to play :<
I've been struggling with UDK's Foliage Mode, because when I paint my trees and bake with lightmass, it doesn't bake my tree's LOD's correctly. (As shown in the image) --- Things I did and notes --- > Manually placing trees works with baking, but not my Foliage Mode trees > The base mesh of the LOD always bakes correctly…
Latest Image Hey everyone finally gonna make this scene it's own thread and try and get it looking awesome for my portfolio :D I originally received feedback on this scene on my portfolio feedback thread and have started adding some objects etc. here is the scene in it's current state. Basically I think the church looks…
LOG 1 Hello all, Recently, I have been working on several game ready objects with the intent to assemble them in a small diorama. The scene is intended to include a hatchet, oil lamp, and a tree stump. The first two are fairly complete up to this point though I am trying to figure out how to raise them up to a higher…
Hey Progg, I know this thread is like a year old haha, but here you asked all the same questions I have now. I learned a great deal from reading through the comments here, but just wondering if you could post that tree now? Or if you or anybody else has made another tree with a rougher, barkier (basically less smooth)…
To create the foliage for the tree, i took a simple plane into Zbrush, raised it several Sub-D levels, and sculpted this, which i later polypainted to create the diffuse for. "earlyleaf1") after baking out diffuse and normal maps from this plane, i took the images into photoshop and edited the alpha channel to make it so…
Me and Christopher Schiefer are working on this full deferred rendering engine for a long time. We ended up with some interesting results in terms of performance & quality. What you see here is all wip. All Codes are from scratch,none of them is from act3D. We made a huge effort to set it up as optimized as possible. It…
Been working on this in my free time. Its sort of for a game idea i'm working on and just am focusing on the art at the moment. What I can't decide is to use shadows and lighting or not. Anyone know of a good cutout toon shader? Going for a sort of coloring book feel. Skybox Bitmap/Vector Art: Sum Textures :) Sum things…